var o, e = require, t = module, n = exports, i = this && this.__extends || (o = function(t, e) {
    return (o = Object.setPrototypeOf || {
        __proto__: []
    } instanceof Array && function(t, o) {
        t.__proto__ = o;
    } || function(t, o) {
        for (var e in o) o.hasOwnProperty(e) && (t[e] = o[e]);
    })(t, e);
}, function(t, e) {
    function i() {
        this.constructor = t;
    }
    o(t, e), t.prototype = null === e ? Object.create(e) : (i.prototype = e.prototype, 
    new i());
});

Object.defineProperty(n, "__esModule", {
    value: !0
});

var a = e("PlayerModel"), r = e("Global"), s = e("GameData"), c = function(o) {
    function t() {
        var t = null !== o && o.apply(this, arguments) || this;
        return t.num = 1, t.total = 20, t.idx = 0, t;
    }
    return i(t, o), t.prototype.initModel = function(t) {
        void 0 === t && (t = s.GD.topRank);
        var o = r.G.machineModelList[0];
        this.MAX_HP = this.HP = 2e3 + 50 * t, this.SPE = o.SPE, this.loadModel(t);
    }, t.prototype.loadModel = function(t) {
        void 0 === t && (t = s.GD.topRank);
        var o = r.G.machineModelList[0], e = r.G.machineGunModelList[this.idx % r.G.machineGunModelList.length];
        this.type == a.ArmType.激光枪 ? this.ATK = e.ATK + o.ATK + Math.floor(10 * t) : this.ATK = e.ATK + o.ATK + Math.floor(1.5 * t), 
        this.CRI = e.CRI + o.CRI, this.IDLE = e.IDLE + o.IDLE, this.RAN = e.RAN, this.ROT = e.ROT, 
        this.MOV = e.MOV, this.bullet = e.bullet, this.fire = e.fire, this.type = e.type, 
        this.time = e.time, this.pow = e.pow;
    }, t.prototype.changeModel = function() {
        this.count < this.total - 1 ? this.idx = 0 : this.idx = 1, this.loadModel();
    }, t;
}(a.default);

n.default = c;